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Values for UniversalSurface::GPUGeom::refractionHint. More...
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enum | Value { NONE, DYNAMIC_FLAT, DYNAMIC_FLAT_OIT, RAY_TRACE } |
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enum G3D::RefractionHint::Value | value |
Values for UniversalSurface::GPUGeom::refractionHint.
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NONE | No refraction; a translucent object will appear as if it had the same index of refraction as the surrounding medium and objects will be undistorted in the background. |
DYNAMIC_FLAT | Use a static environment map (cube or paraboloid) for computing transmissivity. Use a dynamically rendered 2D environment map; distort the background. This looks good for many scenes but avoids the cost of rendering a cube map for DYNAMIC_ENV. UniversalSurface considers this hint to mean that blending is not required, so G3D::Renderer::cullAndSort will categorize UniversalSurface with this hint as opaque and a G3D::Renderer will send them to the RenderPassType::UNBLENDED_SCREEN_SPACE_REFRACTION_SAMPLES pass. |
DYNAMIC_FLAT_OIT | Combine DYNAMIC_FLAT mode with order-independent transparency. UniversalSurface considers this hint to require blending, so G3D::Renderer::cullAndSort will categorize send UniversalSurface with this hint as transparent and a Renderer will then send them to the RenderPassType::SINGLE_PASS_UNORDERED_BLENDED_SAMPLES pass. |
RAY_TRACE | Use a dynamically rendered 2D environment map that is re-captured per transparent object. This works well for transparent objects that are separated by a significant camera space z distance but overlap in screen space. Render a dynamic environment map True ray tracing. |
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enum G3D::RefractionHint::Value G3D::RefractionHint::value |